#include <stdlib.h>
#if defined(__APPLE__) || defined(MACOSX)
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include "material.h"

void Cobre(float s) { 
    float ambiente[] = {0.33f, 0.26f, 0.23f, 1.0f}; 
    float difusa[] = {0.50f, 0.11f, 0.00f, 1.0f}; 
    float especular[] = {0.95f, 0.73f, 0.10f, 1.0f}; 
    glMaterialfv (GL_FRONT, GL_AMBIENT, ambiente); 
    glMaterialfv (GL_FRONT, GL_DIFFUSE, difusa); 
    glMaterialfv (GL_FRONT, GL_SPECULAR, especular); 
    glMaterialf (GL_FRONT, GL_SHININESS, s); 
} 

void Cromo(float s) { 
    float ambiente[] = {0.1f, 0.1f, 0.1f, 1.0f}; 
    float difusa[] = {0.2f, 0.25f, 0.25f, 1.0f}; 
    float especular[] = {0.85f, 0.86f, 0.9f, 1.0f}; 
    glMaterialfv (GL_FRONT, GL_AMBIENT, ambiente); 
    glMaterialfv (GL_FRONT, GL_DIFFUSE, difusa); 
    glMaterialfv (GL_FRONT, GL_SPECULAR, especular); 
    glMaterialf (GL_FRONT, GL_SHININESS, s); 
} 

void Plata(float s) {
	float mat_ambient[] = { 0.25f, 0.35f, 0.35f, 1.0f };
	float mat_diffuse[] = { 0.45f, 0.45f, 0.46f, 1.0f };
	float mat_specular[] = { 0.95f, 0.98f, 1.0f, 1.0f };
	glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
	glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
	glMaterialf(GL_FRONT, GL_SHININESS, s);
}
